A guide to creating XML scripts which automate installation of a mod in FOMM or the Nexus Mod Manager.
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
Please don't copy the tutorial elsewhere without crediting me.
File credits
kaburke created the important parts of FOMM and the Nexus Mod Manager which allow these scripts to work
Donation Points system
This mod is not opted-in to receive Donation Points
FOMOD scripts automate unpacking a mod through FOMM or the Nexus Mod Manager. They can display a menu to give choice over optional files, and make sure requirements (e.g. for DLC or other mods) are followed. You can see them in quite a few places: Project Nevada, the Unified HUD Project and Arwen's Realism Tweaks contain some particularly good ones.
An easy, but quite powerful way to make FOMOD scripts is using the XML system designed by Kaburke. FOMM and NMM generate a menu based on the XML which isn't as pretty as the C# scripts of Project Nevada, but still cover most things.
If you don't need menus, they can also be used to apply requirements to installing your mod, or unpack files based on conditions - see Project Nevada DLCs.